Classes — Recommended Builds
The classless system is live. Ashfall uses a chassis + Character Points (CP) system, not locked archetypes. The files in this section describe recommended builds — curated paths through the shared skill trees that represent each build's core fantasy. You are not required to follow them.
- Starting frame (stats, proficiencies, equipment): see Chassis
- How to spend points and unlock abilities: see Character Points
- Every skill tree in the game: see Skill Trees
The Ashfall build system rejects linear progression in favor of layered identity. Your character isn't defined by a single path but by the chassis you start with and the trees you invest in. This section organizes those options into 12 recognizable builds to help new players find a starting point — not to constrain what you become.
The Recommended Build Structure
Each recommended build file describes a character concept across four phases of growth:
Phase 1: Foundation (Levels 1–5) Your starting chassis plus CP investments define your core identity: how you approach problems, what resources you command, and what role you fill in the party. The recommended build files describe the features and skill tree abilities that define this phase. By Level 5, a character following the recommended path is competent, reliable, and deadly in their niche.
Phase 2: Specialization (Levels 6–10) At Level 6, characters commit deeper to their build — narrowing into one of three specialization branches within their primary skill tree cluster. This is where combat style crystallizes. A character following the Heavy chassis + Martial Combat tree might deepen into a Berserker, Vanguard, or Warlord branch depending on their CP investments.
Phase 3: Mastery Path (Levels 11–15) At Level 11, characters select a Mastery Path — a cross-tree progression representing legendary techniques, organizations, or philosophies. See Mastery Paths for prerequisites and options.
Phase 4: Apex (Levels 16–20) All three previous layers continue to deepen. At Level 20, characters unlock an Apex Capstone — a once-per-long-rest ability representing the absolute peak of mortal capability. Level 20 is not godhood. A Level 20 character is the most dangerous thing on two legs, but they still bleed, still need to eat, and can still be outmaneuvered.
Design Philosophy: Bounded Lethality
Every design choice in this system serves one goal: no dead turns, no wasted actions.
Bounded Accuracy caps your maximum bonus at +18 (from attributes, proficiency, and features combined). This means threats remain threats. A Level 1 raider with a rusty pipe is still dangerous to a Level 20 Warrior if they catch you off-guard. Conversely, clever tactics and positioning matter more than raw numbers.
The 3-Action Economy ensures every turn is packed with meaningful decisions. Move, strike, and use 1 action (bonus). Reload, aim, and fire. Cast, reposition, and defend. No build has "I attack and end my turn" as their optimal play.
Gritty Rest fundamentally changes resource management:
- Short Rest: 8 hours of sleep. Recover HP, short-rest abilities, and limited spell slots.
- Long Rest: 1 week of downtime in safety. Full recovery, advancement, and narrative progression.
This makes at-will and short-rest abilities the backbone of your combat loop. Your once-per-long-rest powers are clutch plays, not your default strategy. You can't nova every fight and rest it off. You need sustainability.
Character Points (CP) provide horizontal customization without bloat. Every level grants 10 CP to spend on skill tree features, proficiency upgrades, or stat improvements. Want to learn a cantrip as a Heavy chassis character? That's 15 CP. Want to pick up a Tier 1 ranged ability from the Ranged Combat tree? 5 CP. Want to max out your Martial Combat tree? Plan your progression carefully.
Building Your Character
At character creation:
- Choose your chassis (see Chassis) and note its proficiencies, starting HP, and starting equipment.
- Roll or assign attributes (standard array: 15, 14, 13, 12, 10, 8).
- Calculate derived stats: HP, Defense Value (DV), Initiative, Humanity.
- Spend starting CP (15 CP at Level 1; 20 CP for Humans due to their Bonus Advancement trait) on Tier 1 skill tree abilities or save for later.
- Select your doctrine if one is available for your chassis/build.
As you level:
- L1–5: Deepen your build via CP spending.
- L6: Commit to a specialization branch within your primary trees.
- L11: Qualify for and select your Mastery Path.
- L16–20: Ascend to Apex and claim your place among the Wasteland's legends.
The Promise
This system doesn't force you into premade builds or optimal paths. It gives you tools, options, and flexibility. A Heavy chassis character who pours CP into arcane trees is a battle-mage, not a "Warrior who dabbles." A Specialist who invests in melee is a surgical killer, not a "Fighter with fewer hit points."
But specialization matters. Spreading yourself thin leaves you mediocre at everything. The best characters commit to a vision, invest in synergies, and master their chosen path.
You're not building a character sheet. You're building a survivor, a fighter, a legend. Make it count.
Recommended Build Comparison
| Recommended Build | Hit Die | Primary Stats | Role | Magic Type | Key Feature |
|---|---|---|---|---|---|
| Warrior | d12 | MIG/END | Tank, striker | None (15 CP/cantrip) | Combat Stance, Second Wind, Grit, Bodyguard |
| Gunslinger | d8 | AGI/WIS | Ranged DPS | None (15 CP/cantrip) | Steady Aim, Quick Draw, Dead Eye |
| Mystic | d6 | INT/WIS | AOE mage, battlefield control | Full caster (7th-level cap) | Spell Crafting, Arcane Ward, Signature Spell |
| Technician | d6 | INT/AGI | Pet/support, tech | None (tech replicates magic) | Neural Interface, Drone Companion, Masterwork |
| Medic | d8 | WIS/INT | Healer, support | Half-caster (healing/support only) | Field Medic healing, essential in gritty rest |
| Operative | d6 | AGI/PRE | Stealth, assassination | None (15 CP/cantrip) | Sneak Attack, Expertise (scaling), most skills, half-price CP skills |
| Diplomat | d8 | PRE/WIS | Social, command | None (12 CP/cantrip) | No dead turns, force multiplier |
| Channeler | d8 | WIS/END | Hybrid warrior/mage | Half-caster (all schools) | Channel Energy, Extra Attack, martial magic |
| Scavenger | d8 | AGI/END | Resourceful generalist | None (15 CP/cantrip) | Salvage, Improvised Weapons, Wasteland Instincts |
| Infiltrator | d8 | INT/PRE | Intelligence, tactical support | None (15 CP/cantrip) | Network Access, Tactical Analysis, Dossier |
| Psion | d6 | MIG/WIS | Controller, damage | Psionic (Focus system) | Telekinesis, Focus Burn, Psychic Overload |
| Mutant | d10 | MIG/END | Adaptive striker/bruiser | None (15 CP/cantrip) | Mutation Slots, Adaptive Physiology, Feral Instinct |
Design Notes for GMs
Warrior Survivability
Warriors are the party's frontline anchor. With d12 Hit Die, Grit (damage reduction when bloodied), and Bodyguard (intercept attacks on allies), they are built to absorb punishment. Warriors should get bloodied — that's the fantasy. They should NOT die in most encounters. If Warriors are dying frequently, reduce enemy count or add cover/terrain that limits focus fire.
Medic Balance
In the gritty rest economy (1 week long rest, 8hr short rest), the Medic's short-rest healing is critical. Field Medic restores hit points multiple times per 8-hour rest, making them invaluable for sustained exploration or dungeon crawls. Balance encounters with the assumption that a Medic can heal between fights.
Operative Versatility
Operatives are the undisputed skill specialists. They start with 5 class proficiencies (most of any build), gain free Expertise at L1, L6, and L12, receive bonus proficiency picks at L5 and L10, and pay half CP cost for all skill investments. By mid-levels, a well-built Operative is competent at almost everything and elite at their specialties. However, they're fragile (d6 hit die, light armor) — encourage stealth and ambush tactics over direct combat. The Operative also uniquely can swap one Expertise skill per long rest, making them adaptable to any situation.
Diplomat Action Economy
Diplomats must never have dead turns. Commanding Presence Free ensures they contribute every round even without attacking. Inspire and Rally Cry provide massive party-wide benefits. In social encounters, they shine — negotiation, intimidation, and leadership are their domain.
Channeler Hybrid Design
Channelers are the "paladin/ranger" equivalent — competent in melee (d8, medium armor, Extra Attack) but also have spellcasting. Channel Energy provides consistent short-rest utility (healing or damage), and Overflow at Level 5 makes them action-efficient. They're less specialized than pure martials or casters but excel at flexibility.
Encounter Scaling Guidance
Encounter difficulty scales with enemy count, not individual enemy power. Use these baselines for Level 3 parties of 3-4 characters:
| Difficulty | Enemies | Expected Outcome |
|---|---|---|
| Easy | 2 | Party wins comfortably, minimal resource use |
| Standard | 3 | Party wins, Warrior bloodied (~50% HP), 1-2 healing uses |
| Hard | 4 | Party wins but strained, Warrior bloodied (<30% HP), significant resource use |
| Deadly | 5+ | Party may lose members without optimal play, requires CC/AOE/dedicated healer |
Key Insight from Playtesting: 4-enemy encounters are consistently lethal for parties without dedicated prevention healing (Medic). Reactive healing (Channeler) extends survival but doesn't prevent deaths at this difficulty. Consider 3 enemies as your baseline "standard" encounter.
Prevention > Reactive Healing: Medic's Combat Stimulants (temp HP + DV buffs) prevent damage before it happens. Channeler's Channel Energy heals damage after the fact. Prevention is more effective at keeping the party alive. Design encounters accordingly — parties without a Medic should face fewer enemies or have terrain advantages.
Each Build Brings Something Unique
- Warrior: Frontline tank, Bodyguard, Grit — the reason enemies don't murder your squishies
- Gunslinger: Reliable ranged DPR, Headshot burst, ammo management
- Mystic: AOE damage, battlefield control, force multiplication — devastating in parties, fragile solo
- Medic: Prevention healing, Combat Stimulants, the glue that keeps parties alive in Hard+ encounters
- Technician: Drone economy, hacking, tech support — unique action economy with pet
- Operative: Burst damage (Sneak Attack), skill versatility, stealth — glass cannon
- Diplomat: Party buffs (Inspire, Commanding Presence), social encounters, the "tide-turner"
- Channeler: Hybrid melee+healing, Channel Energy versatility, spiritual utility
- Scavenger: Improvised adaptability, field craft, resource generation — every environment is their armory
- Infiltrator: Battlefield intelligence, dossier debuffs, network exploitation — wins fights before they start
- Psion: Psychic crowd control, Focus-fueled burst damage, mental attrition — fragile but devastating
- Mutant: Adaptive mutation slots, frontline brute, biological resilience — unpredictable and relentless